Modules are groups of related commands with specific values for a certain use case or quality level.
How to use¶
Modules are used in presets to set quality levels and can also be used in a
tf/cfg/user/modules.cfg file to customize your config easily without searching for individual console variable values. Just put your desired module level in
user/modules.cfg. For example,
In game selection¶
You can select modules in game using the console. Just enter the module you’d like to select with a
= before it. This selection will persist even after a restart!
For example, you could enter
=textures=high to set your textures to high, and to have it set to high in future launches as well.
How does it work? It logs things to a file called
tf/cfg/modules.log, and then executes that modules.log as a config file.
Modules are backed with aliases, so you can easily use them in advanced customization and scripting.
If you want to disable running a module entirely, you can put (for example)
alias textures "" in
Since modules aliases act like normal commands, they can also be used in console to easily change game settings. So you could enter
textures_high into console to temporarily set your texture quality to high for that game session. You can reset your modules back to what they were on startup before you ran the module commands by entering
run_modules into console.
Controls how fast you send and receive from the server.
packet_rate=congestion: A lower packet rate for congested networks, usually WiFi
packet_rate=standard: The standard 66 packet rate which is the maximum for all normal servers.
Controls how reliable to consider the snapshots you receive from the server to apply client side smoothing between snapshot receives.
snapshots=unreliable: Heavily protects against packet loss by using every 3rd snapshot
snapshots=safe: Safest option with minimal snapshot delay by using every other snapshot
snapshots=balanced: Even less snapshot delay with unreliable snapshot fallback to prevent infrequent packet loss issues
snapshots=lan: Very reliant on snapshots by using every snapshot. Only use on LAN.
Controls how big packets are and how they are split up/compressed
packet_size=conservative: Uses a smaller, safe packet size that should be able to be processed by most routers, even lower end ones.
packet_size=minimal: This minimizes data usage by aggressively compressing packets and avoiding splitting packets (which have more data size overhead than a single packet).
packet_size=balanced: Uses a reasonably large packet size limit that should work with most routers except the lowest end ones. Compresses minimally.
download=all: Download all custom files from servers
download=nosounds: Download everything but sounds from servers
download=mapsonly: Download only maps from servers
download=none: Download no custom files from servers
Level of detail¶
Controls how detailed objects are and how decorations fade in.
lod=very_low: Low model detail. Decorations are never drawn.
lod=low: Low model detail. Decorations pop in quickly.
lod=medium: Low model detail. Decorations fade in gradually.
lod=medium_high: Medium model detail. Decorations fade in gradually.
lod=high: High model detail. Decorations fade out only when far away.
lod=ultra: Forces high model detail regardless of distance. Decorations fade out only when far away.
Controls lighting fidelity: dynamic lights, how detailed lighting is, phong, rimlights, light averaging, lightwarps, and ambient boost.
lighting=very_low: No dynamic lights. Very inaccurate, blocky lighting. No light brightness smoothing, lightwarps, phong, rimlights or lighting brightness boost
lighting=low: No dynamic lights. Blocky lighting. No light brightness smoothing, lightwarps, phong, rimlights or lighting brightness boost.
lighting=medium: No dynamic lights. No light brightness smoothing, lightwarps, phong, rimlights or lighting brightness boost.
lighting=medium_high: No dynamic lights. Detailed lighting. No lightwarps.
lighting=high: Some dynamic lights. Detailed lighting. No lightwarps.
lighting=very_high: Some dynamic lights. Detailed lighting.
lighting=ultra: A lot of dynamic lights. Extremely detailed lighting. Extra lighting brightness boost.
Controls shadow quality.
shadows=off: No shadows.
shadows=very_low: Up to 8 blob shadows, and no robot shadows.
shadows=low: Up to 12 low quality shadows, and low robot shadow distance.
shadows=medium: Up to 12 medium quality shadows, and medium robot shadow distance.
shadows=high: Up to 18 high resolution shadows, and high robot shadow distance.
shadows=ultra: Up to 32 ultra resolution shadows, and very high robot shadow distance.
Controls weapon and other miscellaneous effects
effects=very_low: disables shell casing ejection, disables muzzle flashes, minimizes bullet tracers, disables water splashes, disables collision checking of some effects,
effects=low: disables shell casing ejection, disables muzzle flashes, shows first person tracers, disables water splashes, optimizes collision checking of some effects
effects=medium: disables shell casing ejection, disables muzzle flashes, shows first person tracers, enables water splashes, optimizes collision checking of some effects
effects=medium_high: disables shell casing ejection, enables muzzle flashes, shows first person bullet tracers and makes bullet tracers thicker, enables water splashes, optimizes collision checking of some effects
effects=high: enables shell casing ejection, enables muzzle flashes, shows first person bullet tracers and makes bullet tracers thicker, enables water splashes, optimizes collision checking of some effects
effects=ultra: enables shell casing ejection, enables muzzle flashes, shows first person bullet tracers and makes bullet tracers thicker, enables water splashes, does very accurate collision checking of some effects
Controls water reflections
water=very_low: Makes water black
water=low: Makes water solid
water=medium: Uses standard water with no reflections. Fades out to low quality solid/black water at reasonable ranges.
water=medium_high: Uses standard water with basic reflections. Fades out to low quality solid/black water at reasonable ranges.
water=high: Uses standard water with all reflections. Fades out to low quality solid/black water at reasonable ranges.
water=very_high: Uses high quality water with all reflections. Fades out to low quality solid/black water at reasonable ranges.
water=ultra: Uses high quality water with all reflections. Never fades out to low quality water.
Controls particle effects
particles=very_low: Collapses particles (including bullet tracers) together, makes flames invisible on every other flame stream, disables weather particles, reduces particle density, disables bullet impact flecks
particles=low: Disables weather particles, reduces particle density, disables bullet impact flecks
particles=medium: Disables weather particles, reduces particle density, enables bullet impact flecks
particles=high: Enables weather particles, uses full particle density, enables bullet impact flecks
particles=ultra: Enables weather particles, uses full particle density, enables the new bullet impact effects system, enables bullet impact flecks
General Post Processing¶
Controls standard post processing effects
post_processing=off: No post processing
post_processing=low: Enables basic color correction
post_processing=medium: Enables LDR bloom
post_processing=high: Enables standard HDR and bloom
post_processing=ultra: Enables precise HDR and bloom
Controls pyrovision visual effects
pyrovision=low: Disables pyrovision vignette and skybox SSAO depth of field
pyrovision=medium: Enables static pyrovision vignette
pyrovision=high: Enables skybox SSAO depth of field, dynamic pyrovision vignette
Controls blurring effect from rotation and movement
motion_blur=off: Turns off motion blur
motion_blur=low: Turns on motion blur but reduces it significantly
motion_blur=high: Motion blur fully enabled
Controls additional antialiasing passes (software AA)
aa=off: Turns off additional antialiasing
aa=on: Enhanced fence and grass antialiasing
Controls the main hardware based MSAA antialiasing (and CSAA, if you have an Nvidia card that supports it).
aa_msaa=off: Turns off MSAA and CSAA
aa_msaa=2x: MSAA 2x
aa_msaa=4x: MSAA 4x
aa_msaa=8x: MSAA 8x
aa_msaa=16xq_csaa: MSAA 8x + CSAA 2x
Controls texture smoothing/filtering
texture_filter=bilinear: Bilinear filtering
texture_filter=trilinear: Trilinear filtering
texture_filter=aniso2x: Anisotropic filtering 2x
texture_filter=aniso4x: Anisotropic filtering 4x
texture_filter=aniso8x: Anisotropic filtering 8x
texture_filter=aniso16x: Anisotropic filtering 16x
characters=very_low: Disables facial animations, no eyes or teeth
characters=low: Disables facial animations, enables eyes, disables teeth, disables eye movement and blinking
characters=medium: Enables facial animations, enables eyes and teeth, disables eye movement and blinking, disables enhanced lip sync
characters=medium_high: Enables facial animations, enables eyes and teeth, enables eye movement and blinking, enables enhanced lip sync at short range
characters=high: Enables smooth facial animations, enables eyes and teeth, enables eye movement and blinking, enables enhanced lip sync at a slightly increased range
characters=ultra: Enables smooth facial animations, high quality models, enables eyes and teeth, enables eye movement and blinking, enables enhanced lip sync at all ranges
Controls bullet holes and overall decal support
decals=off: Disables decals
decals=low: 9 max decals that hide at a medium range that can’t overlap very much
decals=medium96 max decals that hide at a medium range that can’t overlap very much
decals=high: 96 max decals that hide at a far away range that can overlap much more
decals=ultra: 2048 max decals (engine limit) that do not hide and can overlap with practically no limit
Controls blood on hurt players and some bullet decals on props
decals_models=off: Disable model decals
decals_models=low: Allow up to 9 model decals
decals_models=high: Allow up to 32 model decals
Controls decals placed by the map author
decals_art=off: Disables map decals
decals_art=on: Enables map decals
Controls decals sprayed by players
sprays=off: Completely disables downloading, uploading and displaying sprays
sprays=on: Allows sprays
gibs=off: Disables gibs
gibs=low: Max of 2 gib parts
gibs=medium: Default number of gibs
gibs=high: Default number of gibs, gibs can burn
sillygibs=off: Normal gibs and blood
sillygibs=on: Birthday style low violence gibs and blood
Controls the rendering of various small objects
props=low: Disables client side props like bottles, disables foliage, low quality prop models and invisible railings
props=medium: Disables client side props, disables foliage, default quality prop models
props=high: Enables ambient lighting and decals on static props, enables a small number of client side props, enables foliage at a reasonable distance with instant pop in, default quality prop models
props=ultraEnables ambient lighting and decals on static props, enables a high number of client side props, enables foliage at a very high distance with fade in, max quality prop models regardless of distance
Keep in mind that you must add your preferred
cl_detailfade settings to your class configs if they are different from your preset, or else they will be overridden.
Control physics simulation and fading for bodies that spawn on death
ragdolls=off: Disables ragdolls
ragdolls=medium: Enables standard ragdolls
ragdolls=high: Enables ragdolls with collisions with a high fade out time
Controls the enhanced 3D skybox enabled in most maps
3dsky=off: Disables 3D sky
3dsky=on: Enables 3D sky
Controls cloth and joint physics on some items like the fish and skull bat
jigglebones=off: Always disable jigglebones
jigglebones=on: Disable jigglebones only if the framerate is below 67FPS
jigglebones=force_on: Never disable jigglebones
Controls texture quality
textures=very_low: Low texture quality, blocky textures
textures=low: Low texture quality
textures=medium: Medium texture quality
textures=high: High texture quality
textures=very_high: Very high texture quality
Controls if textures blend together
texture_blending=off: Disables texture blending
texture_blending=on: Enables texture blending
Controls bumpmapping on textures
bumpmap=off: Disables bumpmapping
bumpmap=on: Enables bumpmapping
Control specular on textures
specular=off: Disables specular
specular=on: Enables specular
Controls ropes for Mannpower grappling hook and decorations in maps
ropes=off: Disables ropes
ropes=low: Basic ropes
ropes=high: Ropes with smoothing and basic subdivisions
ropes=ultra: Ropes with max smoothing, increased subdivisions, collision checks and wind simulation
Toggle the live 3D player model in the corner of your screen
hud_player_model=off: Disables the player model
hud_player_model=on: Enables the player model
Toggle health/player info panels.
hud_panels=off: Disables health/player info panels on hover.
hud_panels=on: Enables health/player info panels on hover.
messages=disable: Disables all text messages
messages=userchat: Only displays user generated messages
messages=enable: Enables all text messages
killfeed=off: Disables killfeed
killfeed=on: Enables killfeed
killstreaks=off: Disable killstreak banner
killstreaks=low: Enables killstreak solid banner
killstreaks=high: Enables killstreak translucent banner
xrays=off: Completely disable xrays
xrays=low: Enable xray labels for players
xrays=high: Enable labels for players and outline for players and objective
dynamic_background=off: No live map main menu background on startup
dynamic_background=on: Live map main menu background on startup
sound=low: Disable sound volume mixing, very low quality sound spatialization and positional effects, delays spatialization
sound=medium: Enables sound volume mixing, only basic sound spatialization and positional effects enabled, slightly delays spatialization
sound=high: Enables sound volume mixing, enables all sound spatialization and positional effects, slightly delays spatialization
sound=very_highEnables sound volume mixing, enables all sound spatialization and positional effects, enables pitch smoothing
sound=ultra: Enables sound volume mixing, enables enhanced sound spatialization and positional effects, immediately spatializes and traces sounds, enables pitch smoothing
Note that in the Low and Very Low presets, spatialization and positional effects (called DSP in the Source Engine) are completely disabled.